forked from suyu/suyu
3be1a565f8
Matches closer to hardware
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// This file references various implementation details from Atmosphere, an open-source firmware for
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// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
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#pragma once
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#include "common/common_types.h"
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#include "core/hle/kernel/k_scheduler.h"
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#include "core/hle/kernel/k_scoped_scheduler_lock_and_sleep.h"
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#include "core/hle/kernel/k_thread_queue.h"
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#include "core/hle/kernel/time_manager.h"
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namespace Kernel {
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class KernelCore;
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class KLightConditionVariable {
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private:
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KThreadQueue m_thread_queue;
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public:
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KLightConditionVariable(KernelCore& kernel) : m_thread_queue(kernel), kernel(kernel) {}
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void Wait(KLightLock* lock, s64 timeout = -1ll) {
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WaitImpl(lock, timeout);
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lock->Lock();
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}
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void Broadcast() {
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KScopedSchedulerLock lk{kernel};
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while (m_thread_queue.WakeupFrontThread() != nullptr) {
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/* We want to signal all threads, and so should continue waking up until there's nothing
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* to wake. */
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}
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}
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private:
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void WaitImpl(KLightLock* lock, s64 timeout) {
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KThread* owner = GetCurrentThreadPointer(kernel);
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// KHardwareTimer* timer;
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/* Sleep the thread. */
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{
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KScopedSchedulerLockAndSleep lk(kernel, owner, timeout);
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lock->Unlock();
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if (!m_thread_queue.SleepThread(owner)) {
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lk.CancelSleep();
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return;
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}
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}
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/* Cancel the task that the sleep setup. */
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kernel.TimeManager().UnscheduleTimeEvent(owner);
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}
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KernelCore& kernel;
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};
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} // namespace Kernel
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